Method and system for inter-headset communications via data over in-game audio

ABSTRACT

A gaming headset receives a chat audio channel that conveys chat audio. The gaming headset includes a modem that modulates data for communication over the chat audio channel, and transmits the modulated data on the chat audio channel that conveys the chat audio. The modulated data may be communicated, via the chat audio channel, to one or more devices associated with one or more other gamers that are engaged in the play of the particular game. The modulated data includes one or more dual tone multi-frequency tones. The gaming headset may also receive data, via the chat audio channel, from one or more devices associated with one or more other gamers that are engaged in the play of the particular game.

CLAIM OF PRIORITY

This application is a continuation of U.S. application Ser. No.16/424,180 filed on May 28, 2019, now U.S. Pat. No. 10,946,269, which isa continuation of U.S. application Ser. No. 15/950,857 filed on Apr. 11,2018, now U.S. Pat. No. 10,300,369, which is a continuation of U.S.application Ser. No. 15/614,729 filed on Jun. 6, 2017, now U.S. Pat. No.9,943,753, which is a continuation of U.S. application Ser. No.14/445,559 filed on Jul. 29, 2014, now U.S. Pat. No. 9,669,294, whichclaims the benefit of priority to U.S. provisional patent application61/899,917 filed on Nov. 5, 2013, titled “Method and System forInter-Headset Communications via Data Over In-Game Audio,” each of whichis hereby incorporated herein by reference in its entirety.

INCORPORATION BY REFERENCE

U.S. patent application Ser. No. 13/040,144 titled “Game Headset withProgrammable Audio” and published as US2012/0014553 is herebyincorporated herein by reference in its entirety.

TECHNICAL FIELD

Aspects of the present application relate to electronic gaming. Morespecifically, to methods and systems for inter-headset communicationsvia data over in-game audio.

BACKGROUND

Limitations and disadvantages of conventional approaches to audioprocessing for gaming will become apparent to one of skill in the art,through comparison of such approaches with some aspects of the presentmethod and system set forth in the remainder of this disclosure withreference to the drawings.

BRIEF SUMMARY

Methods and systems are provided for inter-headset communications viadata over in-game audio, substantially as illustrated by and/ordescribed in connection with at least one of the figures, as set forthmore completely in the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A is a diagram that depicts an example gaming console, which maybe utilized to provide inter-headset communications via data overin-game audio, in accordance with various exemplary embodiments of thedisclosure.

FIG. 1B is a diagram that depicts an example gaming audio subsystemcomprising a headset and an audio basestation, in accordance withvarious exemplary embodiments of the disclosure.

FIG. 1C is a diagram of an exemplary gaming console and an associatednetwork of peripheral devices, in accordance with various exemplaryembodiments of the disclosure.

FIGS. 2A and 2B are diagrams that depict two views of an exampleembodiment of a gaming headset, in accordance with various exemplaryembodiments of the disclosure.

FIG. 2C is a diagram that depicts a block diagram of the example headsetof FIGS. 2A and 2B, in accordance with various exemplary embodiments ofthe disclosure.

FIG. 3A is a diagram that depicts two views of an example embodiment ofan audio basestation, in accordance with various exemplary embodimentsof the disclosure.

FIG. 3B is a diagram that depicts a block diagram of the audiobasestation, in accordance with various exemplary embodiments of thedisclosure.

FIG. 4 is a block diagram of an exemplary multi-purpose device, inaccordance with various exemplary embodiments of the disclosure.

FIG. 5A is a diagram of an exemplary system that enables inter-headsetcommunication over in-game audio, in accordance with various exemplaryembodiments of the disclosure.

FIG. 5B is a diagram of an exemplary subsystem in a gaming headset thatenables inter-headset communication over in-game audio, in accordancewith various exemplary embodiments of the disclosure.

FIG. 5C shows circuitry of an example headset configured forcommunicating voice and non-voice data over a chat audio channel.

FIG. 6 is a flow diagram illustrating exemplary steps for providinginter-headset communications via data over in-game audio, in accordancewith various exemplary embodiments of the disclosure.

DETAILED DESCRIPTION

Certain embodiments of the disclosure may be found in a method andsystem for inter-headset communications via data over in-game audio. Inaccordance with various aspects of the disclosure, a gaming headsetreceives a plurality of audio channels during play of a particular game.The plurality of audio channels comprises game audio channels thatconvey audio for the game, and a chat audio channel that conveys chataudio. The gaming headset includes an integrated analog voiceband modemthat modulates data for communication over the chat audio channel, andtransmits the modulated data on the chat audio channel that conveys thechat audio. The modulated data may be communicated, via the chat audiochannel, to one or more devices associated with one or more other gamersthat are engaged in the play of the particular game. The modulated dataincludes one or more dual tone multi-frequency tones. The gaming headsetmay receive data, via the chat audio channel, from one or more devicesassociated with one or more other gamers that are engaged in the play ofthe particular game. The gaming headset may demodulate the data, whichis received via the chat audio channel, from the one or more devicesassociated with one or more other gamers that are engaged in the play ofthe particular game. The transmitted data and the demodulated data maycomprise parameter settings, scrambling keys, and/or messages comprisingtext, image, and/or video content. At least a portion of the demodulateddata may be converted to audio data, which may be played from speakerson the gaming headset. The gaming headset may receive the data from asecond screen communication device that is communicatively coupled tothe gaming headset. A gamer that is engaged in the particular game mayutilize the second screen communication device to send the data. Thedata that is received from the second screen communication device may becommunicated to another second screen communication device via the chataudio channel. The another second screen communication device may beutilized by another gamer that is engaged in the particular game. Thegaming headset may acquire the modulated data from a storage devicewithin the gaming headset.

FIG. 1A depicts an example gaming console, which may be utilized toprovide inter-headset communications via data over in-game audio, inaccordance with various exemplary embodiment of the disclosure.Referring to FIG. 1A, there is shown a console 176, user interfacedevices 102, 104, a monitor 108, an audio subsystem 110, and a network106.

The game console 176 may comprise suitable logic, circuitry, interfacesand/or code that may be operable to present a game to, and also enablegame play interaction between, one or more local players and/or one ormore remote players. The game console 176 which may be, for example, aWindows computing device, a Unix computing device, a Linux computingdevice, an Apple OSX computing device, an Apple iOS computing device, anAndroid computing device, a Microsoft Xbox, a Sony Playstation, aNintendo Wii, or the like. The example game console 176 comprises aradio 126, network interface 130, video interface 132, audio interface134, controller hub 150, main system on chip (SoC) 148, memory 162,optical drive 172, and storage device 174. The SoC 148 comprises centralprocessing unit (CPU) 154, graphics processing unit (GPU) 156, audioprocessing unit (APU) 158, cache memory 164, and memory management unit(MMU) 166. The various components of the game console 176 arecommunicatively coupled through various buses/links 112, 138, 140, 142,144, 146, 152, 136, 160, 168, and 170.

The controller hub 150 comprises circuitry that supports one or moredata bus protocols such as High-Definition Multimedia Interface (HDMI),Universal Serial Bus (USB), Serial Advanced Technology Attachment II,III or variants thereof (SATA II, SATA III), embedded multimedia cardinterface (e.MMC), Peripheral Component Interconnect Express (PCIe), orthe like. The controller hub 150 may also be referred to as aninput/output (I/O) controller hub. Exemplary controller hubs maycomprise Southbridge, Haswell, Fusion and Sandybridge. The controllerhub 150 may be operable to receive audio and/or video from an externalsource via link 112 (e.g., HDMI), from the optical drive (e.g., Blu-Ray)172 via link 168 (e.g., SATA II, SATA III), and/or from storage 174(e.g., hard drive, FLASH memory, or the like) via link 170 (e.g., SATAII, III and/or e.MMC). Digital audio and/or video is output to the SoC148 via link 136 (e.g., CEA-861-E compliant video and IEC 61937compliant audio). The controller hub 150 exchanges data with the radio126 via link 138 (e.g., USB), with external devices via link 140 (e.g.,USB), with the storage 174 via the link 170, and with the SoC 148 viathe link 152 (e.g., PCIe).

The radio 126 may comprise suitable logic, circuitry, interfaces and/orcode that may be operable to communicate in accordance with one or morewireless standards such as the IEEE 802.11 family of standards, theBluetooth family of standards, near field communication (NFC), and/orthe like.

The network interface 130 may comprise suitable logic, circuitry,interfaces and/or code that may be operable to communicate in accordancewith one or more wired standards and to convert between wired standards.For example, the network interface 130 may communicate with the SoC 148via link 142 using a first standard (e.g., PCIe) and may communicatewith the network 106 using a second standard (e.g., gigabit Ethernet).

The video interface 132 may comprise suitable logic, circuitry,interfaces and/or code that may be operable to communicate video inaccordance with one or more wired or wireless video transmissionstandards. For example, the video interface 132 may receive CEA-861-Ecompliant video data via link 144 and encapsulate/format, etc., thevideo data in accordance with an HDMI standard for output to the monitor108 via an HDMI link 120.

The audio interface 134 may comprise suitable logic, circuitry,interfaces and/or code that may be operable to communicate audio inaccordance with one or more wired or wireless audio transmissionstandards. For example, the audio interface 134 may receive CEA-861-Ecompliant audio data via the link 146 and encapsulate/format, etc. thevideo data in accordance with an HDMI standard for output to the audiosubsystem 110 via an HDMI link 122.

The central processing unit (CPU) 154 may comprise suitable logic,circuitry, interfaces and/or code that may be operable to executeinstructions for controlling/coordinating the overall operation of thegame console 176. Such instructions may be part of an operating systemof the device 192 (FIG. 1C) and/or part of one or more softwareapplications running on the device 192 (FIG. 1C).

The graphics processing unit (GPU) 156 may comprise suitable logic,circuitry, interfaces and/or code that may be operable to performgraphics processing functions such as compression, decompression,encoding, decoding, 3D rendering, and/or the like.

The audio processing unit (APU) 158 may comprise suitable logic,circuitry, interfaces and/or code that may be operable to perform audioprocessing functions such as volume/gain control, compression,decompression, encoding, decoding, surround-sound processing, and/or thelike to output single channel or multi-channel (e.g., 2 channels forstereo or 6, 8, or more channels for surround sound) audio. The APU 158comprises memory (e.g., volatile and/or non-volatile memory) 159 whichstores parameter settings to affect processing of audio by the APU 158.For example, the parameter settings may include a first audiogain/volume setting that determines, at least in part, a volume of gameaudio output by the console 176 and a second audio gain/volume settingthat determines, at least in part, a volume of chat audio output by theconsole 176. The parameter settings may be modified via a graphical userinterface (GUI) of the console and/or via an application programminginterface (API) provided by the console 176.

The cache memory 164 may comprise suitable logic, circuitry, interfacesand/or code that may provide high-speed memory functions for use by theCPU 154, GPU 156, and/or APU 158. The cache memory 164 may typicallycomprise DRAM or variants thereof. The memory 162 may compriseadditional memory for use by the CPU 154, GPU 156, and/or APU 158. Thememory 162, typically DRAM, may operate at a slower speed than the cachememory 164 but may also be less expensive than cache memory as well asoperate at a higher speed than the memory of the storage device 174. TheMMU 166 controls accesses by the CPU 154, GPU 156, and/or APU 158 to thememory 162, the cache 164, and/or the storage device 174.

In FIG. 1A, the example game console 176 is communicatively coupled tothe user interface device 102, the user interface device 104, thenetwork 106, the monitor 108, and the audio subsystem 110.

Each of the user interface devices 102 and 104 may comprise, forexample, a game controller, a keyboard, a motion sensor/positiontracker, or the like. The user interface device 102 communicates withthe game console 176 wirelessly via link 114 (e.g., Wi-Fi Direct,Bluetooth, NFC and/or the like). The user interface device 102 may beoperable to communicate with the game console 176 via the wired link 140(e.g., USB or the like).

The network 106 comprises a local area network and/or a wide areanetwork. The game console 176 communicates with the network 106 viawired link 118 (e.g., Gigabit Ethernet).

The monitor 108 may be, for example, a LCD, OLED, or PLASMA screen. Thegame console 176 sends video to the monitor 108 via link 120 (e.g.,HDMI).

The audio subsystem 110 may be, for example, a headset, a combination ofheadset and audio basestation, or a set of speakers and accompanyingaudio processing circuitry. The game console 176 sends audio to theaudio subsystem 110 via link(s) 122 (e.g., S/PDIF for digital audio or“line out” for analog audio). Additional details of an example audiosubsystem 110 are described below.

FIG. 1B is a diagram that depicts an example gaming audio subsystemcomprising a headset and an audio basestation, in accordance withvarious exemplary embodiments of the disclosure. Referring to FIG. 1B,there is shown a console 176, a headset 200 and an audio basestation301. The headset 200 communicates with the basestation 301 via a link180 and the basestation 301 communicates with the console 176 via a link122. The link 122 may be as described above. In an exampleimplementation, the link 180 may be a proprietary wireless linkoperating in an unlicensed frequency band. The headset 200 may be asdescribed below with reference to FIGS. 2A-2C. The basestation 301 maybe as described below with reference to FIGS. 3A-3B.

FIG. 1C is a diagram of an exemplary gaming console and an associatednetwork of peripheral devices, in accordance with various exemplaryembodiments of the disclosure. Referring to FIG. 1C, there is shown isthe console 176, which is communicatively coupled to a plurality ofperipheral devices and a network 106. The example peripheral devicesshown include a monitor 108, a user interface device 102, a headset 200,an audio basestation 301, and a multi-purpose device 192.

The monitor 108 and the user interface device 102 are as describedabove. The headset 200 is as described below with reference to FIGS.2A-2C. The audio basestation is as described below with reference to,for example, FIGS. 3A-3B.

The multi-purpose device 192 may comprise, for example, a tabletcomputer, a smartphone, a laptop computer, or the like and that runs anoperating system such as Android, Linux, Windows, iOS, OSX, or the like.An example multi-purpose device is described below with reference toFIG. 4. Hardware (e.g., a network adaptor) and software (i.e., theoperating system and one or more applications loaded onto the device192) may configure the device 192 for operating as part of the GPN 190.For example, an application running on the device 192 may cause displayof a graphical user interface (GUI), which may enable a user to accessgaming-related data, commands, functions, parameter settings, and so on.The graphical user interface may enable a user to interact with theconsole 176 and the other devices of the GPN 190 to enhance the user'sgaming experience.

The peripheral devices 102, 108, 192, 200, 300 are in communication withone another via a plurality of wired and/or wireless links (representedvisually by the placement of the devices in the cloud of GPN 190). Eachof the peripheral devices in the gaming peripheral network (GPN) 190 maycommunicate with one or more others of the peripheral devices in the GPN190 in a single-hop or multi-hop fashion. For example, the headset 200may communicate with the basestation 301 in a single hop (e.g., over aproprietary RF link) and with the device 192 in a single hop (e.g., overa Bluetooth or Wi-Fi direct link), while the tablet may communicate withthe basestation 301 in two hops via the headset 200. As another example,the user interface device 102 may communicate with the headset 200 in asingle hop (e.g., over a Bluetooth or Wi-Fi direct link) and with thedevice 192 in a single hop (e.g., over a Bluetooth or Wi-Fi directlink), while the device 192 may communicate with the headset 200 in twohops via the user interface device 102. These example interconnectionsamong the peripheral devices of the GPN 190 are merely examples, anynumber and/or types of links and/or hops among the devices of the GPN190 is possible.

The GPN 190 may communicate with the console 176 via any one or more ofthe connections 114, 140, 122, and 120 described above. The GPN 190 maycommunicate with a network 106 via one or more links 194 each of whichmay be, for example, Wi-Fi, wired Ethernet, and/or the like.

A database 182 which stores gaming audio data is accessible via thenetwork 106. The gaming audio data may comprise, for example, signatures(or “acoustic fingerprints”) of particular audio clips (e.g., individualsounds or collections or sequences of sounds) that are part of the gameaudio of particular games, of particular levels/scenarios of particulargames, particular characters of particular games, etc. In an exampleimplementation, the database 182 may comprise a plurality of records183, where each record 183 comprises an audio clip (or signature of theclip) 184, a description of the clip 185 (e.g., the game it is from,when it occurs in the game, etc.), one or more gaming commands 186associated with the clip, one or more parameter settings 187 associatedwith the clip, and/or other data associated with the audio clip. Records183 of the database 182 may be downloadable to, or accessed in real-timeby, one of more devices of the GPN 190.

FIGS. 2A and 2B are diagrams that depict two views of an exampleembodiment of a gaming headset, in accordance with various exemplaryembodiments of the disclosure. Referring to FIGS. 2A and 2B, there areshown two views of an example headset 200 that may present audio outputby a gaming console such as the console 176. The headset 200 comprises aheadband 202, a microphone boom 206 with microphone 204, ear cups 208 aand 208 b which surround speakers 216 a and 216 b, connector 210,connector 214, and user controls 212.

The connector 210 may be, for example, a 3.5 mm headphone socket forreceiving analog audio signals (e.g., receiving chat audio via an Xbox“talkback” cable).

The microphone 204 may comprise suitable logic, circuitry, interfacesand/or code that may be operable to convert acoustic waves (e.g., thevoice of the person wearing the headset) to electric signals forprocessing by circuitry of the headset and/or for output to a device(e.g., console 176, basestation 301, a smartphone, and/or the like) thatis in communication with the headset.

The speakers 216 a and 216 b may comprise circuitry that may be operableto convert electrical signals to sound waves.

The user controls 212 may comprise dedicated and/or programmablebuttons, switches, sliders, wheels, etc. for performing variousfunctions. Example functions which the controls 212 may be configured toperform include: power the headset 200 on/off, mute/unmute themicrophone 204, control gain/volume of, and/or effects applied to, chataudio by the audio processing circuitry of the headset 200, controlgain/volume of, and/or effects applied to, game audio by the audioprocessing circuitry of the headset 200, enable/disable/initiate pairing(e.g., via Bluetooth, Wi-Fi direct, NFC, or the like) with anothercomputing device, and/or the like. Some of the user controls 212 mayadaptively and/or dynamically change during game play based on aparticular game that is being played. Some of the user controls 212 mayalso adaptively and/or dynamically change during game play based on aparticular player that is engage in the game play. The connector 214 maybe, for example, a USB, thunderbolt, Firewire or other type of port orinterface. The connector 214 may be used for downloading data to theheadset 200 from another computing device and/or uploading data from theheadset 200 to another computing device. Such data may include, forexample, parameter settings (described below). Additionally, oralternatively, the connector 214 may be used for communicating withanother computing device such as a smartphone, tablet compute, laptopcomputer, or the like.

FIG. 2C is a diagram that depicts a block diagram of the example headsetof FIGS. 2A and 2B, in accordance with various exemplary embodiments ofthe disclosure. Referring to FIG. 2C, there is shown a headset 200. Inaddition to the connector 210, user controls 212, connector 214,microphone 204, and speakers 216 a and 216 b already discussed, shownare a radio 220, a CPU 222, a storage device 224, a memory 226, and anaudio processing circuit 230.

The radio 220 may comprise suitable logic, circuitry, interfaces and/orcode that may be operable to communicate in accordance with one or morestandardized (such as, for example, the IEEE 802.11 family of standards,NFC, the Bluetooth family of standards, and/or the like) and/orproprietary wireless protocol(s) (e.g., a proprietary protocol forreceiving audio from an audio basestation such as the basestation 301).

The CPU 222 may comprise suitable logic, circuitry, interfaces and/orcode that may be operable to execute instructions forcontrolling/coordinating the overall operation of the headset 200. Suchinstructions may be part of an operating system or state machine of theheadset 200 and/or part of one or more software applications running onthe headset 200. In some implementations, the CPU 222 may be, forexample, a programmable interrupt controller, a state machine, or thelike.

The CPU 222 may also be operable to handle inter-headset communicationsvia data over in-game audio of a plurality of audio channels. In thisregard, the CPU 222 may be operable to control the receiving of aplurality of audio channels comprising game audio channels that conveyaudio for the game, and a chat audio channel that conveys chat audio.The CPU 222 may be operable to dynamically configure a voiceband modemthat is integrated within the gaming headset 200 to handle modulation ofdata for communication over the chat audio channel. The CPU 222 may beoperable to control the transmission of the modulated data on the chataudio channel that conveys the chat audio. In this regard, the CPU 222may be operable to control the communication of the modulated data toone or more devices associated with one or more other gamers that areengaged in the play of the particular game, via the chat audio channel.The modulated data may include, for example, one or more dual tonemulti-frequency (DTMF) tones.

The storage device 224 may comprise suitable logic, circuitry,interfaces and/or code that may comprise, for example, FLASH or othernonvolatile memory, which may be operable to store data comprisingoperating data, configuration data, settings, and so on, which may beused by the CPU 222 and/or the audio processing circuit 230. Such datamay include, for example, parameter settings that affect processing ofaudio signals in the headset 200 and parameter settings that affectfunctions performed by the user controls 212. For example, one or moreparameter settings may determine, at least in part, a gain of one ormore gain elements of the audio processing circuit 230. As anotherexample, one or more parameter settings may determine, at least in part,a frequency response of one or more filters that operate on audiosignals in the audio processing circuit 230. As another example, one ormore parameter settings may determine, at least in part, whether andwhich sound effects are added to audio signals in the audio processingcircuit 230 (e.g., which effects to add to microphone audio to morph theuser's voice). Example parameter settings which affect audio processingare described in the co-pending U.S. patent application Ser. No.13/040,144 titled “Game Headset with Programmable Audio” and publishedas US2012/0014553, the entirety of which is hereby incorporated hereinby reference. Particular parameter settings may be selected autonomouslyby the headset 200 in accordance with one or more algorithms, based onuser input (e.g., via controls 212), and/or based on input received viaone or more of the connectors 210 and 214.

The memory 226 may comprise suitable logic, circuitry, interfaces and/orcode that may comprise volatile memory used by the CPU 222 and/or audioprocessing circuit 230 as program memory, for storing runtime data, etc.In this regard, the memory 226 may comprise information and/or data thatmay be utilized to control the headset 200 to modulate data fortransmission over the chat audio channel and demodulate data that isreceived from the chat audio channel.

The audio processing circuit 230 may comprise suitable logic, circuitry,interfaces and/or code that may be operable to perform audio processingfunctions such as volume/gain control, compression, decompression,encoding, decoding, introduction of audio effects (e.g., echo, phasing,virtual surround effect, etc.), and/or the like. As described above, theprocessing performed by the audio processing circuit 230 may bedetermined, at least in part, by which parameter settings have beenselected. The processing performed by the audio processing circuit 230may also be determined based on default settings, player preference,and/or by adaptive and/or dynamic changes to the game play environment.The processing may be performed on game, chat, and/or microphone audiothat is subsequently output to speaker 216 a and 216 b. Additionally, oralternatively, the processing may be performed on chat audio that issubsequently output to the connector 210 and/or radio 220.

In operation, the headset 200 may be operable to modulate data forcommunication over the chat audio channel. The headset 200 may beoperable to transmit the modulated data on the chat audio channel. Theheadset 200 may be operable to receive data over the chat audio channeland demodulate the received data. During transmission, the headset 200may be operable to communicate the transmitted data to one or moredevices (e.g., headsets) associated with one or more other gamers thatare engaged in play of the game. During reception, the headset 200 maybe operable to receive the transmitted data from one or more of thedevices that are associated with the one or more other gamers that areengaged in play of the game.

FIG. 3A is a diagram that depicts two views of an example embodiment ofan audio basestation, in accordance with various exemplary embodimentsof the disclosure. Referring to FIG. 3A, there is shown an exemplaryembodiment of an audio basestation 301. The basestation 301 comprisesstatus indicators 302, user controls 310, power port 313, and audioconnectors 314, 316, 318, and 320.

The audio connectors 314 and 316 may comprise digital audio in anddigital audio out (e.g., S/PDIF) connectors, respectively. The audioconnectors 318 and 320 may comprise a left “line in” and a right “linein” connector, respectively. The controls 310 may comprise, for example,a power button, a button for enabling/disabling virtual surround sound,a button for adjusting the perceived angles of the speakers when thevirtual surround sound is enabled, and a dial for controlling avolume/gain of the audio received via the “line in” connectors 318 and320. The status indicators 302 may indicate, for example, whether theaudio basestation 301 is powered on, whether audio data is beingreceived by the basestation 301 via connectors 314, and/or what type ofaudio data (e.g., Dolby Digital) is being received by the basestation301.

FIG. 3B is a diagram that depicts a block diagram of the audiobasestation 301, in accordance with various exemplary embodiments of thedisclosure. Referring to FIG. 3B, there is shown an exemplary embodimentof an audio basestation 301. In addition to the user controls 310,indicators 302, and connectors 314, 316, 318, and 320 described above,the block diagram additionally shows a CPU 322, a storage device 324, amemory 326, a 319, an audio processing circuit 330, and a radio 332.

The 319 comprises suitable logic, circuitry, interfaces and/or code thatmay be operable to communicate in accordance with one or morestandardized (such as the IEEE 802.11 family of standards, the Bluetoothfamily of standards, NFC, and/or the like) and/or proprietary (e.g.,proprietary protocol for receiving audio protocols for receiving audiofrom a console such as the console 176) wireless protocols.

The radio 332 comprises suitable logic, circuitry, interfaces and/orcode that may be operable to communicate in accordance with one or morestandardized (such as, for example, the IEEE 802.11 family of standards,the Bluetooth family of standards, and/or the like) and/or proprietarywireless protocol(s) (e.g., a proprietary protocol for transmittingaudio to the headphones 200).

The CPU 322 comprises suitable logic, circuitry, interfaces and/or codethat may be operable to execute instructions forcontrolling/coordinating the overall operation of the audio basestation301. Such instructions may be part of an operating system or statemachine of the audio basestation 301 and/or part of one or more softwareapplications running on the audio basestation 301. In someimplementations, the CPU 322 may be, for example, a programmableinterrupt controller, a state machine, or the like.

The storage 324 may comprise, for example, FLASH or other nonvolatilememory for storing data which may be used by the CPU 322 and/or theaudio processing circuit 330. Such data may include, for example,parameter settings that affect processing of audio signals in thebasestation 301. For example, one or more parameter settings maydetermine, at least in part, a gain of one or more gain elements of theaudio processing circuit 330. As another example, one or more parametersettings may determine, at least in part, a frequency response of one ormore filters that operate on audio signals in the audio processingcircuit 330. As another example, one or more parameter settings maydetermine, at least in part, whether and which sound effects are addedto audio signals in the audio processing circuit 330 (e.g., whicheffects to add to microphone audio to morph the user's voice). Exampleparameter settings which affect audio processing are described in theco-pending U.S. patent application Ser. No. 13/040,144 titled “GamingHeadset with Programmable Audio” and published as US2012/0014553, theentirety of which is hereby incorporated herein by reference. Particularparameter settings may be selected autonomously by the basestation 301in accordance with one or more algorithms, based on user input (e.g.,via controls 310), and/or based on input received via one or more of theconnectors 314, 316, 318, and 320.

The memory 326 may comprise volatile memory used by the CPU 322 and/oraudio processing circuit 330 as program memory, for storing runtimedata, etc.

The audio processing circuit 330 may comprise suitable logic, circuitry,interfaces and/or code that may be operable to perform audio processingfunctions such as volume/gain control, compression, decompression,encoding, decoding, introduction of audio effects (e.g., echo, phasing,virtual surround effect, etc.), and/or the like. As described above, theprocessing performed by the audio processing circuit 330 may bedetermined, at least in part, by which parameter settings have beenselected. The processing may be performed on game and/or chat audiosignals that are subsequently output to a device (e.g., headset 200) incommunication with the basestation 301. Additionally, or alternatively,the processing may be performed on a microphone audio signal that issubsequently output to a device (e.g., console 176) in communicationwith the basestation 301.

FIG. 4 is a block diagram of an exemplary multi-purpose device 192, inaccordance with various exemplary embodiments of the disclosure. Theexample multi-purpose device 192 comprises an application processor 402,memory subsystem 404, a cellular/GPS networking subsystem 406, sensors408, power management subsystem 410, LAN subsystem 412, bus adaptor 414,user interface subsystem 416, and audio processor 418.

The application processor 402 comprises suitable logic, circuitry,interfaces and/or code that may be operable to execute instructions forcontrolling/coordinating the overall operation of the multi-purposedevice 192 as well as graphics processing functions of the multi-purposedevice 1922. Such instructions may be part of an operating system of theconsole and/or part of one or more software applications running on theconsole.

The memory subsystem 404 comprises volatile memory for storing runtimedata, nonvolatile memory for mass storage and long-term storage, and/ora memory controller which controls reads/writes to memory.

The cellular/GPS networking subsystem 406 comprises suitable logic,circuitry, interfaces and/or code that may be operable to performbaseband processing and analog/RF processing for transmission andreception of cellular and GPS signals.

The sensors 408 comprise, for example, a camera, a gyroscope, anaccelerometer, a biometric sensor, and/or the like.

The power management subsystem 410 comprises suitable logic, circuitry,interfaces and/or code that may be operable to manage distribution ofpower among the various components of the multi-purpose device 192.

The LAN subsystem 412 comprises suitable logic, circuitry, interfacesand/or code that may be operable to perform baseband processing andanalog/RF processing for transmission and reception of wired, optical,and/or wireless signals (e.g., in accordance with Wi-Fi (IEEE 802.11 andvariants thereof 802.11 e.g., a, b, g, n, ac, q, Wi-FI Direct),Bluetooth, ZigBee, Ethernet, and/or other standards).

The bus adaptor 414 comprises suitable logic, circuitry, interfacesand/or code that may be operable for interfacing one or more internaldata busses of the multi-purpose device with an external bus (e.g., aUniversal Serial Bus) for transferring data to/from the multi-purposedevice via a wired connection.

The user interface subsystem 416 comprises suitable logic, circuitry,interfaces and/or code that may be operable to control and relay signalsto/from a touchscreen, hard buttons, and/or other input devices of themulti-purpose device 192.

The audio processor 418 comprises suitable logic, circuitry, interfacesand/or code that may be operable to process (e.g., digital-to-analogconversion, analog-to-digital conversion, compression, decompression,encryption, decryption, resampling, etc.) audio signals. The audioprocessor 418 may be operable to receive and/or output signals via aconnector such as a 3.5 mm stereo and microphone connector.

FIG. 5A is a diagram of an exemplary system that enables inter-headsetcommunication over in-game audio, in accordance with various exemplaryembodiments of the disclosure. Referring to FIG. 5, there are shown anexemplary system 500 comprising a plurality of game consoles 502 a, 502b, . . . , 502 n, a plurality of gaming headsets 504 a, 504 b, . . . ,504 n, a plurality of second screen communication devices 506 a, 506 b,. . . , 506 n, and a network 508. Each of the plurality of second screencommunication devices 506 a, 506 b, . . . , 506 n may comprise acorresponding application 507 a, 507 b, . . . , 507 n that runs thereon.The plurality of game consoles 502 a, 502 b, . . . , 502 n may becollectively referenced as game consoles 502. The plurality of gamingheadsets 504 a, 504 b, . . . , 504 n may be collectively referenced asgaming headsets 504. The plurality of second screen communicationdevices 506 a, 506 b, . . . , 506 n may be collectively referenced assecond screen communication devices 506.

Each of the plurality of game consoles 502 a, 502 b, . . . , 502 n maycomprise suitable logic, circuitry, interfaces and/or code that may beoperable to present a game to, and also enable game play interactionbetween, one or more local players and/or one or more remote players.For example, a gamer utilizing the gaming headset 504 a may engage inplaying a particular game with one or more of the gamers that may bewearing the headsets 502 b, . . . , 502 n. Each of the plurality of gameconsoles 502 a, 502 b, . . . , 502 n may be substantially similar to thegame console 176 which is illustrated in and described with respect to,for example, FIGS. 1A, 1B, and 1C. Each of the plurality of gameconsoles 502 a, 502 b, . . . , 502 n may be operable to handle aplurality of audio channels comprising game audio channels and a chataudio channel. The game audio channel is utilized to convey audio for agame and the chat audio channel is operable to convey chat audio. Thegame audio channel may be utilized for the transmission and reception ofthe game audio via the network 508. The chat audio channel may beutilized for transmission and reception of the chat audio via thenetwork 508. The chat audio channel may carry voice data (as isconventionally carried on the chat audio channel) as well as data otherthat has been modulated onto one or more carriers in the chat audio band(e.g., which may be, for example, from ˜500 Hz to ˜2000 Hz).

In accordance with various embodiments of the disclosure, each of theplurality of game consoles 502 a, 502 b, . . . , 502 n may be operableto convey data to and/or from respective ones of the plurality of gamingheadset 504 a, 504 b, . . . , 504 n over the chat audio channel via thenetwork 508. For example, the game console 502 b may be operable toreceive data on the chat audio channel from the gaming headset 504 b andconvey the received data on the chat audio channel to one or more of thegaming headset 504 a via the gaming console 502 a, and the gamingheadset 504 n via the gaming console 502 n. In an example embodiment,the headsets 504 and/or devices 507 may perform the modulation anddemodulation of the chat audio band carriers such that the game consoles502 are unaware that data other than voice data is present on the chatchannel. In another example embodiment, the headsets 504 and/or devices507 may communicate the raw data to the game consoles 502 and the gameconsoles may perform the modulation and demodulation of the data onto acarrier in the chat audio band for transmission via the chat channel.

Each of the plurality of gaming headsets 504 a, 504 b, . . . , 504 n maycomprise suitable logic, circuitry, interfaces and/or code that may beoperable to receive audio from the game console to which it isconnected. The received audio may comprise game audio and/or chat audio.Each of the plurality of gaming headsets 504 a, 504 b, . . . , 504 n mayalso be operable to generate chat audio on the chat audio channel. Inaccordance with various embodiments of the disclosure, each of theplurality of gaming headsets 504 a, 504 b, . . . , 504 n may be operableto communicate data on the chat audio channel, including voice data asis conventionally communicated on the chat channel as well as other datawhich is modulated onto a carrier in the chat audio band such that itcan be communicated over the frequencies and bandwidths of the chatchannel. The data that is communicated over the chat audio channel maybe conveyed to another one of the plurality of gaming headsets 504 a,504 b, . . . , 504 n and/or one or more of the plurality of secondscreen communication devices 506 a, 506 b, . . . , 506 n. In this regardeach of the plurality of gaming headsets 504 a, 504 b, . . . , 504 n maybe operable to modulate the data onto the game audio channel fortransmission. For example, the gaming headset 504 n may be operable tomodulate the data onto the game audio channel for transmission via thechat audio channel to the gaming headset 504 a and/or the gaming headset504 b. Each of the plurality of gaming headsets 504 a, 504 b, . . . ,504 n may be operable to demodulate the data that is received from thechat audio channel. For example, the gaming headset 504 b and/or thegaming headset 504 n may be operable to demodulate the data receivedfrom the gaming headset 504 n via the chat audio channel. Exemplary dataother than voice data that may be communicated via the chat audiochannel may comprise parameter settings, scrambling keys, and/ormessages comprising text, images and/or video content.

Each of the plurality of second screen communication devices 506 a, 506b, . . . , 506 n may comprise suitable logic, circuitry, interfacesand/or devices that may enable communication with respective ones of theplurality of gaming headsets 504 a, 504 b, . . . , 504 n. Data sent froma first of the plurality of second screen communication devices 506 a,506 b, . . . , 506 n, which is coupled to a first of the plurality ofgaming headsets 504 a, 504 b, . . . , 504 n, may be communicated to oneor more other ones of the plurality of second screen communicationdevices 506 a, 506 b, . . . , 506 n. For example, the second screencommunication devices 506 a, which is communicatively coupled to thegaming headset 504 a, may be operable to communicate data to the gamingheadset 504 a. The gaming headset 504 a may be operable to modulate thedata onto one or more carriers in the chat audio band for communicatingthe data, via the game console 502 a, to one or both of the gamingheadset 504 b and/or the gaming headset 504 n over the chat audiochannel.

Each of the plurality of second screen communication devices 506 a, 506b, . . . , 506 n may comprise a corresponding application 507 a, 507 b,. . . , 507 n. Each of the applications 507 a, 507 b, . . . , 506 nrunning on respective ones of the plurality of second screencommunication devices 506 a, 506 b, . . . , 506 n may be operable towirelessly communicate data to and/or receive data from respective onesof the gaming headsets 504 a, 504 b, . . . , 504 n. In this regard, forexample, a gamer utilizing the gaming headset 504 b may be operable toutilize the application 507 b running on the second screen communicationdevice 506 b to enter data. The entered data may be wirelesslycommunicated from the second screen communication device 506 b to thegaming headset 504 b. The gaming headset 504 b may be operable tomodulate the data onto one or more carriers within the chat audio band,and transmit the modulated data via the game console 502 b to one ormore of the second screen communication devices 506 a, 506 n. The secondscreen communication device 506 b may be operable to receive data, viathe gaming headset 504 b, which was sent from one or more of the secondscreen communication devices 506 a, 506 n via the chat audio channel.The data which is received from one or more of the second screencommunication devices 506 a, 506 n may be demodulated by the gamingheadset 504 b and communicated to the application 507 b running on thesecond screen communication device 506 b. A listener of the gamingheadset 504 b may consume the demodulated data via the application 507 brunning on the second screen communication device 506 b.

The network 508 may comprise suitable interfaces and/or devices that mayenable the communication of gaming information between a plurality ofthe game consoles 502 a, 502 b, . . . , 502 n. The gaming informationmay comprise gaming video, gaming audio and/or chat audio. The network508 may comprise the Internet, an intranet, an office network, a localarea network (LAN), a wide area network (WAN), a medium area network(MAN), and/or personal area network (PAN). The network 508 may comprisea wireless and/or wired network. In this regard, the network 508 may beoperable to utilize one or more technologies such as 3G, 4G, 5G,Ethernet, 802.11, 802.16, Bluetooth, and/or variants of thesetechnologies. In various embodiments of the disclosure, the network 508may be operable to convey data among the plurality of gaming headsets504 a, 504 b, . . . , 504 n via respective ones of the plurality of gameconsoles 502 a, 502 b, . . . , 502 n.

In operation, each of the plurality of gaming headsets 504 a, 504 b, . .. , 504 n may be operable to modulate data and transmit the modulateddata via the chat audio channel. The modulated data may be communicatedvia the chat audio channel to one or more other ones of the plurality ofgaming headsets 504 a, 504 b, . . . , 504 n. The one or more other onesof the plurality of gaming headsets 504 a, 504 b, . . . , 504 n may beoperable to receive and demodulate the modulated data. The resultingdemodulated data may be communicated by the one or more other ones ofthe plurality of gaming headsets 504 a, 504 b, . . . , 504 n torespective ones of the one or more of the plurality of second screencommunication devices 506 a, 506 b, . . . , 506 n. In an exemplaryembodiment of the disclosure, a first gamer wearing the gaming headset504 a may utilize the second screen communication device 506 a to senddata during play of a particular game. A second gamer wearing the gamingheadset 504 b may utilize the second screen communication device 506 bto send data during play of the particular game. A third gamer wearingthe gaming headset 504 n may utilize the second screen communicationdevice 506 n to send data during play of the particular game. The firstgamer may utilize the application 507 a running on the second screencommunication device 506 a to send data to the gaming headset 504 a. Thegaming headset 504 a may be operable to modulate the data and transmitthe modulated data on the chat audio channel. The game console 502 a maybe operable to convey the data that is modulated on the chat audiochannel to one or more of the game console 502 b, . . . , 502 n.

When the game console 502 b receives the data that is modulated on thechat audio channel, the game console 502 b may be operable tocommunicate the data that is modulated on the chat audio channel to thegaming headset 504 b. The gaming headset 504 b may be operable todemodulate the data that is received via the chat audio channel andcommunicate the demodulated data to the second screen communicationdevice 506 b. The application 507 b, which is running on the secondscreen communication device 506 b, may be operable to receive thedemodulated data. The second screen communication device 506 b may beutilized by the second gamer who is engaged in play of the particulargame and is wearing the gaming headset 504 b. In this regard, the secondgamer may utilize the application 507 b, which is running on the secondscreen communication device 506 b, to consume the demodulated data.

When the game console 502 n receives the data that is modulated on thechat audio channel, the game console 502 n may be operable tocommunicate the data that is modulated on the chat audio channel to thegaming headset 504 n. The gaming headset 504 n may be operable todemodulate the data that is received via the chat audio channel andcommunicate the demodulated data to the second screen communicationdevice 506 n. The application 507 n, which is running on the secondscreen communication device 506 n, may be operable to receive thedemodulated data. The second screen communication device 506 n may beutilized by the third gamer who is engaged in play of the particulargame and is wearing the gaming headset 504 n. In this regard, the thirdgamer may utilize the application 507 n, which is running on the secondscreen communication device 506 n, to consume the demodulated data.

FIG. 5B is a diagram of an exemplary subsystem in a gaming headset thatenables inter-headset communication over in-game audio, in accordancewith various exemplary embodiments of the disclosure. Referring to FIG.5B, there is shown an exemplary system 520 comprising a game console522, a monitor 523, a gaming headset 524, and a second screencommunication device 526 a. The gaming headset 524 may comprise an audioprocessor 524 a, a memory 524 b, a voiceband modem 524 c, a DTMFencoder/decoder 524 d, a radio 524 e and a CPU 524 f. The second screencommunication device 526 a may comprise a screen 529 a and anapplication 527 a.

The game console 522 may comprise suitable logic, circuitry, interfacesand/or code that may be operable to present a game to, and also enablegame play interaction between, one or more local players and/or one ormore remote players. The game console 522 may be substantially similarto the game console 176, which is shown in and described with respect toFIG. 1A, for example. The game console 522 may be operable to generateoutput video signals for a particular game over a video channel andoutput corresponding audio signals for the game over one or more of aplurality of audio channels. Exemplary audio channels may comprise acenter (CTR) channel, a front right (FR) channel, a front left (FL)channel, a rear right (RR) channel, a rear left (RL) channel, a sideright (SR) channel, and a side left (SL) channel. The audio and videogenerated from the game console 522 during play of the particular gamemay be communicated to and presented by the monitor 523.

In some example embodiments of the disclosure, the basestation 301 (FIG.1B) may be operable to provide connectivity between the gaming headset524, the game console 522 and the second screen communication device 526a. In this regard, the basestation 301 may be operable to handletransmission and reception of the information or data between the secondscreen communication device 526 a, the gaming headset 524 and/or to thegame console 522.

The monitor 523 may comprise suitable logic, circuitry, interfacesand/or code that may be operable to display corresponding audio andvideo that may be received from the game console 522 for the particulargame during play of the particular game play. The monitor 523 maycomprise a television (TV), computer monitor, laptop display, and so on.

The gaming headset 524 may comprise suitable logic, circuitry,interfaces and/or code that may be operable to receive the plurality ofaudio channels of game and/or chat audio. The gaming headset 524 may besubstantially similar to the headset 200, which is shown in anddescribed with respect to FIGS. 2A, 2B and 2C, for example. The gamingheadset 524 may be operable to receive data from the application 527 arunning on the second screen communication device 526 a. The gamingheadset 524 may be operable to modulate the data received from theapplication 527 a onto a carrier in the chat audio band, and transmitthe modulated data via the chat audio channel. The gaming headset 524may be operable to demodulate the data that is received from anothergaming headset, via the chat audio channel, and communicate thedemodulated data to the second screen communication device 526 a.Exemplary data that may be communicated via the chat audio channel maycomprise voice data, parameter settings, scrambling keys, and/ormessages comprising text, images and/or video content.

The audio processor 524 a may comprise suitable logic, circuitry,interfaces and/or code that may be operable to handle audio processingfor the gaming headset 524. For example, the audio processor 524 a maybe operable to handle processing of game audio, microphone audio and/orchat audio. The audio processor 524 a may be substantially similar tothe audio processing circuit 230, which is shown in and described withrespect to FIG. 1A, for example.

The memory 524 b may comprise one or more suitable devices that maycomprise suitable logic, circuitry, interfaces and/or code that may beoperable to store information that may be utilized to control operationof the gaming headset 524 and audio information for a game. In thisregard, the memory 524 b may comprise information that may be utilizedto control and/or manage operation of one or more of the audio processor524 a, the memory 524 b, the voiceband modem 524 c, the DTMFencoder/decoder 524 d, the radio 524 e and a CPU 524 f. The memory 524 bmay be substantially similar to the storage device 224, which is shownin and described with respect to FIG. 2C, for example. The memory 524 amay be operable to store parameter settings, scrambling keys, and/ormessages comprising text, images and/or video content.

The voiceband modem 524 c may comprise suitable logic, circuitry,interfaces and/or code that may be operable to handle modulation anddemodulation of data for the gaming headset 524. In an embodiment of thedisclosure, the voiceband modem 524 c may be an analog voiceband modem.In this regard, the voiceband modem 524 c may be operable to modulatedata that may be received by the gaming headset 524 from the secondscreen communication device 526 a. A gamer that may be listening to thegaming headset 524 and is engaged in play of the particular game mayenter the data by utilizing the application 527 a that is running on thesecond screen communication device 526 a. The data that is modulated bythe voiceband modem 524 c may be transmitted over the chat audiochannel. The voiceband modem 524 c may also be operable to demodulatedata that is received by the gaming headset 524 via the chat audiochannel by the game console 522. The demodulated data may becommunicated to the application 527 a running on the second screencommunication device 526 a, where it may be consumed by the gamer thatmay be listening to the gaming headset 524 and is engaged in play of theparticular game.

In addition to data being entered by a user (e.g., via second screendevice and/or audio commands spoken into the headset), data may beautomatically inserted into the chat audio by a game console, secondscreen device, and/or headset. For example, in response to detecting aparticular sound in the game audio or chat audio, a headset mayautomatically generate data, modulate the data onto a chat audio bandcarrier, and transmit the modulated carrier onto the chat audio channel.Similarly, a game console, headset, or second screen device mayautomatically take action in response to receiving data over the chataudio channel. For example, in response to receiving a parameter settingon the chat audio channel, a headset may automatically (withoutintervention by the wearer of the headset) load the parameter setting.

The CPU 524 f may comprise suitable logic, circuitry, interfaces and/orcode that may be operable to execute instructions for controlling,managing and/or coordinating the overall operation of the gaming headset524. In this regard, the CPU 524 f may be operable to control, manageand coordinate operation of the components in the gaming headset 524,which comprises the audio processor 524 a, the memory 524 b, thevoiceband modem 524 c, the DTMF encoder/decoder 524 d, and the radio 524e. The CPU 524 f may, for example, automatically reconfigure the audioprocessor 524 a in response to receiving a command to do so in the formof a command modulated onto an audio band carrier and sent over the chataudio channel. The CPU 524 f may also be operable to coordinate andmanage operations between the gaming headset 524, and the game console522. The CPU 524 f may be substantially similar to the CPU 222, which isshown in and described with respect to FIG. 2C, for example.

The DTMF encoder/decoder 524 d may comprise suitable logic, circuitry,interfaces and/or code that may be operable to encode data received fromthe application 527 a in the second screen communication device 526 a toDTMF tones. The gaming headset 524 may be operable to communicate theDTMF tones via the chat audio channel and the game console 522 to one ormore other gaming headsets. The DTMF encoder/decoder 524 d may also beoperable to decode DTMF tones that may be received by the gaming headset524 via the chat audio channel from the game console 522. The decodedDTMF tones may be converted to data and may be communicated from thegaming headset 524 to the application 527 a in the second screencommunication device 526 a. A simple encoding scheme may compriseencoding one message for a particular tone. Other encoding schemes maybe utilized without departing from sprit and/or scope of the variousembodiments of the disclosure.

The radio 524 e may comprise suitable logic, circuitry interfaces and/orcode that may be operable to communicate signals between the gamingheadset 524 and the game console 522 and/or between the gaming headset524 and the second screen communication device 526 a. The radio 524 emay be substantially similar to the radio 220, which is illustrated inand described with respect to FIG. 2C, for example. In accordance withan example embodiment of the disclosure, the gaming headset 524 may beoperable to utilize the radio 524 e to communicate to and from thesecond screen communication device 526 a via the communication link 510a and/or to the game console 522 via the communication link 512 a. Thegaming headset 524 may be operable to utilize the radio 524 e tocommunicate data to and/or from the second screen communication device526 a via the communication link 510 a and/or to and/or from the gameconsole 522 via the communication link 512 a. The gaming peripheralnetwork 190 (FIG. 1C) illustrates an exemplary communication networkthat may be utilized for communication by the second screencommunication devices 506, the game console 502, and the gaming headset524.

The second screen communication device 526 a may comprise suitablelogic, circuitry interfaces and/or code that may be operable to executeor run an application 527 a. A gamer listening to the headset 524 mayenter data into the application 527 a. The entered data may becommunicated to the gaming headset 524, which may modulate the data forcommunication via the chat audio channel. In this regard, the secondscreen communication device 526 a may be operable to communicate withthe gaming headset 524 via the communication link 510 a in order toreceive the data that is to be transmitted on the game audio channel bythe gaming headset 524. The second screen communication device 526 a maybe substantially similar to the each of the plurality of second screencommunication device 506 a, 506 b, . . . , 506 n, which are illustratedin and described with respect to FIG. 5A, for example.

The application (app) 527 a may comprise suitable logic, interfacesand/or code that may enable the second screen communication device 526 ato input, consume and/or receive data. In an exemplary embodiment of thedisclosure, the gaming headset 524 may be operable to communicate withthe app 527 a, which is running on the second screen communicationdevice 526 a. A gamer listening to the headset 524 may enter data intothe application 527 a. The entered data may be communicated to thegaming headset 524, which may modulate the data for communication viathe chat audio channel. The application 527 a may also be operable toreceive data that has been received, via the audio chat channel, anddemodulated by the gaming headset 524.

In operation, the gaming headset 524 is operable to receive a pluralityof audio channels during play of a particular game. The plurality ofaudio channels may comprise game audio channels that conveys audio forthe particular game (game audio), and a chat audio channel that conveyschat audio. The audio processing circuit 524 a may be operable toprocess the audio signals that are received via the plurality ofreceived audio channels from the game console 522. In this regard, theaudio processor 524 a may be operable to process game audio and chataudio for output to the game console 522, and/or game audio and chataudio that may be received from the game console 522.

The CPU 524 f may be operable to control the voiceband modem 524 c tomodulate data for communication over the chat audio channel. Themodulated data may be transmitted via the chat audio channel thatconveys the chat audio. The transmitted data may be communicated to adevice that may be utilized by another gamer that is engaged in play ofthe particular game. The gaming headset 524 may be operable to acquirethe modulated data from the memory 524 b. The data may also be receivedfrom the application 527 a, which is running on the second screencommunication device 526 a.

The modulated data may be communicated, via the chat audio channel, toone or more devices (e.g., second screen communication devices 506 a,506 b, . . . , 506 n in FIG. 5A), which may be associated with one ormore other gamers that are engaged in the play of the particular game.The modulated data may comprise one or more dual tone multi-frequencytones. The gaming headset 524 may receive data, via the chat audiochannel, from one or more devices associated with one or more othergamers that are engaged in the play of the particular game. The gamingheadset 524 may also be operable to demodulate data, which is receivedvia the chat audio channel, from the one or more devices (e.g., secondscreen communication devices 506 a, 506 b, . . . , 506 n in FIG. 5A),which may be associated with one or more other gamers that are engagedin the play of the particular game. The transmitted data and thedemodulated data may comprise parameter settings, scrambling keys,and/or messages comprising text, images, and/or video content. Some orall of the demodulated data may be converted to audio data, which may beplayed from speakers on the gaming headset 524.

FIG. 5C shows circuitry of an example headset configured forcommunicating voice and non-voice data over a chat audio channel. Shownare the connector 210, the radio 220, the microphone 204, the modem 524c, the DTMF encoder/decoder 524 d, the speakers 216, audio processor 524a. Also shown are a mixer circuit 550 of the audio processor 524 a andan audio processing circuit 552 of the audio processor 524 a.

The mixer 550 may be operable to combine the voice data signal receivedvia audio input port 558 and non-voice data signal received via inputport 560 into a single chat audio band signal. The output of the mixer550 may be a chat audio band signal such that a receiving device (e.g.,game consoles and/or headsets) that does not have a corresponding modem524 c and/or DTMF encoder/decoder 524 d for demodulating/decoding thenon-voice data may be unaware of the presence of the non-voice data andmay process the chat audio as is conventionally done for output viaspeakers to a listener of such device. The listener of such a device maybe similarly unaware of the non-voice data with the possible exceptionthat an occasional noise, chirp, or the like may be perceived by alistener of such devices when the non-voice data is modulated onto acarrier that is within the frequency range of human hearing. To furtherprevent the non-voice data from interfering with the voice data, themixer 550 may be operable to monitor for periods of silence in the voicedata and insert the non-voice data into such periods, may use carriersthat are near the extremes of the audible band such that noise, chirps,or the like resulting from the non-voice data are inaudible (or nearlyso) to a listener of such a device, and/or may ensure the bursts ofnon-voice data are sufficiently short so as to not significantlyinterfere the ability of listeners to comprehend the voice data on thechat audio channel. The output of the mixer 550 may be processed (e.g.,voice data may be morphed according to voice morph parameter settings)by circuitry 552 and then output via mic audio out port 554. In anotherimplementation, the signals from ports 558 and 560 may be separatelyprocessed by circuit 552 before being combined into a single signal bymixer 550 and then output via port 554.

Chat audio (which may be combined with, or separate from game audio) maybe received by the audio processor 524 a via port 556, processed bycircuitry 552 (e.g., equalized, undergo chat volume boost, etc.) andthen be output via port 562. The modem 524 c may monitor the output ofport 562 to detect modulated non-voice data and, upon detection of suchdata, demodulate the data (e.g., and send it to the CPU 524 f).Similarly, the DTMF decoder 524 d may monitor the output of port 562 forDTMF tones and, upon detecting such a tone, decode it (e.g., and send acorresponding interrupt to CPU 524 f). The speaker(s) 216 may convertthe signal out of port 562 to acoustic waves. In some instances,non-voice data in the signal may result in pops, chirps, noise, etc. inthe acoustic wave, but through careful control of such data, such pops,chirps, noise, etc. may be kept to a level that does not significantlyhinder the experience of the listener using the headset.

FIG. 6 is a flow diagram illustrating exemplary steps for providinginter-headset communications via data over in-game audio, in accordancewith various exemplary embodiments of the disclosure. Referring to FIG.6, there is shown a flow chart 600 comprising a plurality of exemplarysteps, namely, 602 through 614. In step 602, a first gamer listening toa first gaming headset 504 a enters data into a first applicationrunning 507 a on a first second screen communication device 506 a. Instep 604, the data is communicated from the first second screencommunication device 506 a to the first gaming headset 504 a. In step606, the first gaming headset 504 a receives the data and modulates thereceived data. In step 608, the first gaming headset 504 a transmits themodulated data on the chat audio channel. In step 610, a second gamingheadset 504 b receives the modulated data on the chat audio channel anddemodulates the modulated data. In step 612, the second gaming headset504 b communicates the demodulated data to a second second screencommunication device 506 b. In step 614, a second gamer listening to thesecond gaming headset 504 b consumes the demodulated data utilizing asecond application 507 b running on the second screen communicationdevice 506 b.

In accordance with en exemplary embodiment of the disclosure, withreference to FIG. 5A, a gaming headset 504 a may be operable to receivea plurality of audio channels during play of a particular game. Theplurality of audio channels comprises game audio channels that conveyaudio for the game, and a chat audio channel that conveys chat audio.The gaming headset 504 a may comprise an integrated analog voicebandmodem 524 c (FIG. 5B) that modulates data for communication over thechat audio channel, and transmits the modulated data on the chat audiochannel that conveys the chat audio. The modulated data may comprise oneor more dual tone multi-frequency tones. The modulated data may becommunicated, via the chat audio channel, to one or more devices (e.g.second screen communication devices 506 b, . . . , 506 n) associatedwith one or more other gamers that are engaged in the play of theparticular game. The gaming headset 504 a may be operable to receivedata, via the chat audio channel, from one or more devices (e.g. secondscreen communication devices 506 b, . . . , 506 n) associated with oneor more other gamers that are engaged in the play of the particulargame. The gaming headset 504 a may be operable to demodulate the data,which is received via the chat audio channel, from the one or moredevices (e.g. second screen communication devices 506 b, . . . , 506 n)associated with one or more other gamers that are engaged in the play ofthe particular game.

The data that is transmitted and/or demodulated by the gaming headset504 a may comprise parameter settings, scrambling keys, and/or messagescomprising text, image, and/or video content. The gaming headset 504 a,may be operable to convert at least a portion of the demodulated data toaudio data, which may be played from speakers on the gaming headset 504a. The gaming headset 504 a may be operable to receive the data from asecond screen communication device 506 a that is communicatively coupledto the gaming headset 504 a. A gamer that is engaged in the particulargame may utilize the second screen communication device 506 a to sendthe data to the gaming headset 504 a. The gaming headset 504 a may beoperable to receive the data from the second screen communication device506 a may be communicated to another second screen communication device(e.g. second screen communication devices 506 b, . . . , 506 n) via thechat audio channel. The another second screen communication device (e.g.second screen communication devices 506 b, . . . , 506 n) may beutilized by another gamer that is engaged in the particular game. Thegaming headset 504 a may be operable to acquire the modulated data froma storage device such as the memory 524 b (FIG. 5B) within the gamingheadset 504 a.

As utilized herein the terms “circuits” and “circuitry” refer tophysical electronic components (i.e. hardware) and any software and/orfirmware (“code”) which may configure the hardware, be executed by thehardware, and or otherwise be associated with the hardware. As usedherein, for example, a particular processor and memory may comprise afirst “circuit” when executing a first one or more lines of code and maycomprise a second “circuit” when executing a second one or more lines ofcode. As utilized herein, “and/or” means any one or more of the items inthe list joined by “and/or”. As an example, “x and/or y” means anyelement of the three-element set {(x), (y), (x, y)}. As another example,“x, y, and/or z” means any element of the seven-element set {(x), (y),(z), (x, y), (x, z), (y, z), (x, y, z)}. As utilized herein, the terms“e.g.,” and “for example” set off lists of one or more non-limitingexamples, instances, or illustrations. As utilized herein, circuitry is“operable” to perform a function whenever the circuitry comprises thenecessary hardware and code (if any is necessary) to perform thefunction, regardless of whether performance of the function is disabled,or not enabled, by some user-configurable setting.

Throughout this disclosure, the use of the terms dynamically and/oradaptively with respect to an operation means that, for example,parameters for, configurations for and/or execution of the operation maybe configured or reconfigured during run-time (e.g., in, or near,real-time) based on newly received or updated information or data. Forexample, an operation within a transmitter and/or a receiver may beconfigured or reconfigured based on, for example, current, recentlyreceived and/or updated signals, information and/or data.

The present method and/or system may be realized in hardware, software,or a combination of hardware and software. The present methods and/orsystems may be realized in a centralized fashion in at least onecomputing system, or in a distributed fashion where different elementsare spread across several interconnected computing systems. Any kind ofcomputing system or other apparatus adapted for carrying out the methodsdescribed herein is suited. A typical combination of hardware andsoftware may be a general-purpose computing system with a program orother code that, when being loaded and executed, controls the computingsystem such that it carries out the methods described herein. Anothertypical implementation may comprise an application specific integratedcircuit or chip. Some implementations may comprise a non-transitorymachine-readable (e.g., computer readable) medium (e.g., FLASH drive,optical disk, magnetic storage disk, or the like) having stored thereonone or more lines of code executable by a machine, thereby causing themachine to perform processes as described herein.

While the present method and/or system has been described with referenceto certain implementations, it will be understood by those skilled inthe art that various changes may be made and equivalents may besubstituted without departing from the scope of the present methodand/or system. In addition, many modifications may be made to adapt aparticular situation or material to the teachings of the presentdisclosure without departing from its scope. Therefore, it is intendedthat the present method and/or system not be limited to the particularimplementations disclosed, but that the present method and/or systemwill include all implementations falling within the scope of theappended claims.

What is claimed is:
 1. A method comprising: in a gaming headset thatreceives a chat audio channel that conveys chat audio signals, whereinsaid gaming headset comprises a modem: modulating non-chat data ontosaid chat audio signals for communication over said chat audio channel;and transmitting said modulated chat audio signals on said chat audiochannel.
 2. The method according to claim 1, comprising communicatingsaid modulated chat audio signals, via said chat audio channel, to oneor more devices associated with one or more other gamers that areengaged in said play of said game.
 3. The method according to claim 1,wherein said data comprises parameter settings, scrambling keys, and/ormessages comprising text, image, and/or video content.
 4. The methodaccording to claim 1, comprising receiving said modulated chat audiosignals carrying said data from a second screen communication devicethat is communicatively coupled to said gaming headset, wherein saidsecond screen communication device is utilized by a gamer that isengaged in said game.
 5. The method according to claim 4, comprisingcommunicating said data that is received from said second screencommunication device to another second screen communication device viasaid chat audio channel, wherein said another second screencommunication device is utilized by another gamer that is engaged insaid game.
 6. The method according to claim 1, wherein said modulatedchat audio signals comprises one or more dual tone multi-frequencytones.
 7. The method according to claim 1, comprising acquiring saiddata from a storage device within said gaming headset.
 8. A systemcomprising: a gaming headset that receives a chat audio channel thatconveys chat audio signals, wherein said gaming headset comprises amodem operable to: modulate non-chat data onto said chat audio signalsfor communication over said chat audio channel; and transmit saidmodulated chat audio signals on said chat audio channel.
 9. The systemaccording to claim 8, wherein said gaming headset is operable tocommunicate said modulated chat audio signals, via said chat audiochannel, to one or more devices associated with one or more other gamersthat are engaged in said play of said game.
 10. The system according toclaim 8, wherein said data comprises parameter settings, scramblingkeys, and/or messages comprising text, image, and/or video content. 11.The system according to claim 8, wherein said gaming headset is operableto receive said modulated chat audio signals from a second screencommunication device that is communicatively coupled to said gamingheadset, wherein said second screen communication device is utilized bya gamer that is engaged in said game.
 12. The system according to claim11, wherein said gaming headset is operable to communicate said datathat is received from said second screen communication device to anothersecond screen communication device via said chat audio channel, whereinsaid another second screen communication device is utilized by anothergamer that is engaged in said game.
 13. The system according to claim 8,comprising acquiring said data from a storage device within said gamingheadset, wherein said modulated chat audio signals comprises one or moredual tone multi-frequency tones.
 14. The system according to claim 8,wherein said data is acquired from a storage device within said gamingheadset.
 15. A non-transitory computer readable medium having storedthereon, a computer program having at least one code section that isexecutable by circuitry of a gaming headset for causing the gamingheadset to perform steps comprising: modulating non-chat data onto saidchat audio signals for communication over a chat audio channel, wherein:said gaming headset receives a chat audio channel that conveys chataudio signals; and said gaming headset comprises a modem; andtransmitting, by said modem, said modulated chat audio signals on saidchat audio channel.